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Hey guys!

Here's the changelog for the latest version of We Happy Few (29664)

Encounters
• A blanket pass on creating the “indoor lives” of Wellies was implemented. Now you will not always find them standing around their foyers just waiting on you to walk inside. They move around their houses with what appears to be an agenda. This lays the foundation for the stealth playthrough axis of house looting - eventually you will be able to observe NPC behaviors, hide in containers or side rooms and avoid detection while you explore their houses.
• Ongoing bug fixes related to map markers not appearing, dig spots not getting map markers, encounters breaking in annoying or mysterious ways.
• House of the inventor: Added speakers and intercom so Faraday can yell at the houseboys from her cage. Faraday now completely sealed in her cage. Objects are exchanged with Faraday via a new pneumatic tube system with a port to the right of her cage. Addresses issues with quest objects sometimes falling behind Faraday’s cage window and being unobtainable.
• Fixed TV Altar "Uncle Jack" not sitting on his chair.
• Victory Garden now overgrown with vines rendering it more secret which is good since it was supposed to be secret in the first place.
• Lilies of the Field: fix the first bark from the crier that was not playing. Also, mission giver should no longer lose her mind if the player perpetrates violence nearby and thus allowing the quest to be completed. She will still be angry if you hit her however.
• I Need a Pipe: removed most suspicion stimuli from Floyd so he doesn’t aggro unless being attacked. You can now "greet" him as much as you want while the quest is not finished and he'll repeat his VO.
• Lovebirds: tweaks to animations (WIP). Fix pop-in with the bouquet prop notify.
• Unkind Dead: fix the missing loot after loading a game. Added a savegame variable to remember if corpse was already looted or not.
• Motilene spills now exude tenacious motilene fumes which are toxic. Use a gas mask to avoid taking damage while in these areas.
• Crazy legs and Misery Parade fixes: support for higher liveness radius for specific characters, fixed follow patrol behavior to persist even without a navmesh.
• Hey, what’s this Misery Parade anyway? It’s an encounter that has been in the game but completely invisible since launch. Now it should start to show up. And probably kill you. Let us know if it shows up and kills you.
• Altar of the Yam: slight improvement of the begin play logic and repopulate script.
• Fixed objective not appearing as being completed when it was completed in Sweets.
• Disabled refrigerator POIs globally since the NPCs were pretending to look inside refrigerators that do not actually open.
• Created the Village desk writing POI.
• Player and NPCs can now sit on most chairs and couches in Village houses.
• Villagers now cook on stoves.
• Tweaks to continuous suspicion for Village radios/TVs so that they work as intended. NPCs should walk over to the radio/TV now if they hear it or come into range.
• Linked Village house TVs with couches and chairs in front of them so they can be opened/closed when NPCs want to watch television.
• Added the Look In Mirror POI for male + female NPCs in Village houses.
• Added some gramophones (temporary model) that can be used to play 45 RPM records and attract multiple NPCs.
• Wellies should start to use “wipe countertops” POIs.
• Wellies freak out less when a TV or radio is turned on in another room and simply go to enjoy Uncle Jack or music.
• Set all Village house TVs and Radios off by default.
• Can now also use Village house bookcases to search inside as well as take visible objects from shelves.
• Playability modifications to second Garden District island houses: adjusted layout, added beds, added tripwires and alarm, increased loot value for alarmed areas.
• Added open/close sounds for Village loot containers (cupboards, stove, shelf tables, etc.). They didn’t have any. Tripwire alarms use instant suspicions targeted towards the player. Generally ensures that nearby AI are alerted to the player’s presence.
• Iron chest digging spots now available.
• Improved drinking at sink animation.
• Lowered outdoor televisions so that Wellies watching them no longer appear to be staring at a wall.
• Wellies will sometimes knock on house doors as if hoping to find their friend’s home. They are not home even if they are home. They are just ignoring the knocker because they might be selling something. Or they’re dead, but you probably knew that.
• More hunting down and fixing map marker bugs including adding the correct text for labeling encounters.
• Fixes to prevent bypassing bridges in some cases. Sorry speedrunners :/ It was breaking our streaming systems.

Gameplay
• NPC health bar prototype added - still a prototype, but I cannot stand the eye anymore [Marc, the programmer]. Will also communicate NPC status effects such as bleeding in a visual way.
• Gifting cannot be done from behind. Choking is done from behind.
• Suspicion reduced for when player forces coin box.
• Changed the drowning detection to be based on height (Z==0) and the absence of a gameplay volume.
• Bleeding uses different rates on NPC compared to the players, much more punitive on NPCs (2% per second).
• Increased probability of contracting infection from a bare hands attack to 25% for wastrels on second Garden District island.
• Updated/created hold sockets for a few pickups such as tea cup and canned juice. Makes the sight of a character holding these pickups less unintentionally comical.
• Wardrobes in Village houses now function as hiding spots.
• NPC health bar prototype added - still a prototype, but I cannot stand the eye anymore [Marc, the programmer]. Will also communicate NPC status effects such as bleeding in a visual way.
• Certain Village and Garden District houses have new dressers. Floating candles now no longer float.
• Set map marker to use new toxic fog category for toxic fog zones.
• Set map marker to use new motilene category for sources of motilene.
• We have finally tracked down the elusive “can’t enter your shelter” bug. It should be fixed.

Weapons/Tools
• Player weapons can now impart some of the same status effects as weapons when used by NPCs. What? Right. Remember how an NPC with a cleaver could whack you and cause you to bleed? Yes. Now you can use the same weapon to make them bleed too. First pass implementation.
• Jimmy bar now breaks after 4 uses, up from 3.
• Renamed psycho dart to berserk dart.
• Berserk dart applies berserk effect for 30 seconds, berserk syringe for 1 minute.
• Added a transition to berserk behavior (same animation as the feral wastrels) for berserk syringe use; fixed getting stuck for a short time after injecting someone.
• Added berserk syringe to the list of pickups for the crash syringe combat move.
• Crash syringe: Added instant suspicion of "suspicious" when Arthur yells that the injected target is a downer.
• Increased durability of rusty shovel.
• Reduced rubber duck suspicion lock to 5 seconds.
• Power cells now stack in lots of 5 (same as empty power cell).
• Pump repair recipe now requires 2 adhesive, down from 3.
• Vinegar now only takes up 1 inventory block.

Recipes and Resources

• Generally made key resources more plentiful (if only you search, you shall find), streamlined recipes, and improved the yield for recipes that create “batches” or items when crafted:
• Garden District stoves have increased chance to contain rare mushrooms. Added more charcoal.
• Garden District fireplaces have more charcoal.
• Garden District toilets and bathtubs may contain rare mushrooms.
• Added doctor doll and doctor doll recipe, tweaked recipes to yield three dolls. Doctor will only accept doctor dolls as a gift. Added dolly recipe to crafting manager. Foundational work for ways the player can deal with the dreaded doctor soon to come.
• Black powder recipe is now one saltpeter + five charcoal to yield three black powder.
• Food Poisoning cure: removed berry ingredients requirement.
• Tweaked dolly recipe to require two cloth and one sewing kit.
• Adjusted bandage recipe to yield five bandages from five dirty bandages and one alcohol.
• Added berserk syringe and recipe to crafting manger.
• Removed red pills which did…nothing. Goodbye stupid artifact object.
• Added a pickup spawner for 45 RPM records on top of the table in Village houses but under the book.
• Made adhesive common and power cell uncommon in Village houses.
• Tweaked yield amount of berserk dart recipe and berserk syringe recipe from 5 to 2 (and adjusted required amount of components to craft).
• Adjusted breakdown bomb recipe: replaced mechanical parts ingredient with phytosteroid.
• Added charcoal to series of crash recipes (dart, syringe, bomb). Charcoal absorbs the toxins as charcoal tends to do.
• Crash effect (forced downer effect) is now permanent (neutralizes joy in an character’s system).
• Added crash bomb and crash dart recipes.
• Added explosion and trail effect for crash bomb.
Post edited September 12, 2016 by B0SC0
high rated
AI
• Many more lip synched lines of VO added.
• Wellies accept 45 RPM records as gifts.
• Character attacked event (beginning of attack move, independent of hit).
• Bobbies place “nothing to see here” sign immediately on beginning corpse investigation; reviewed placement of sign so it spawns more reliably.
• Wellies ignore corpse as soon as a bobby starts investigating it…because there’s nothing to see there. The sign says so.
• NPCs are not attracted to POIs based on their needs anymore, but on a schedule, per need; POIs only define the need type which keys what schedule to use, no more thresholds, advertised need, etc.
• Fixed issues with characters ping ponging between the same two POIs.
• Improved reliability of POI usage, including bed usage.
• Fixed (hopefully once and for all) unsynched NPCs (floating next to bed) and “no collision” NPCs that were immune to death but totally capable of killing you. Which they really seemed to enjoy doing.
• Addressed liveness issue with restoring collision and movement when unpausing NPCs when they're still using a POI.
• Improved NPC access to the ludicrously gigantic round beds POI so they're actually usable. POI can now define a specific target point for navigation different from the animation entry sync point.
• Integrated begging animation for beggars.

Art
• New lighting! Wellington Wells now looks better, generally.
• New jerky (food) mesh.
• New juice can mesh.
• New toilet and sink assets for Village.
• Updated brick material.
• Reduced explosion glow.
• Improved hit impacts.
• Fix moonlight not being used as atmospheric light.
• Fixed position of water VFX in Village bathroom sinks. Made variation of water stream VFX that • doesn’t go through the sink.
• Properly placed floating toilets. They are now on the floor. No more air toilets.
• Minor fixes to visual artifacts such as low resolution textures on some characters and objects, floating signs, floating boards, etc.
• New and jaunty signs added to Village.

World Generation
• Added mountains/terrain towards the horizon.
• Added new cliff geometry so that edges of islands do no longer resemble grassy brown whale skin.
• Cleaned up shore planner and handle selection of pieces in planning stage (rather than spawning) to avoid weirdness in-game.
• Allow foliage planner to plan overtop of extra terrain features from static meshes (only specific ones--allows foliage to go over top of cliffs).
• Check for bridge overlaps when placing cliff pieces so we ensure that we don't protrude through the bridges themselves.
• Removed Village fillers with only a single corridor or staircase. Basically, building interiors that led to nowhere have been removed.

Miscellaneous

• Implemented method of partial game updates eliminating need to completely download a new version of the game for most updates. Expect greatly reduced download times/sizes, especially for hotfixes.
• Subtitles: removed all action descriptions from subtitles.
• New shell music!
Post edited September 12, 2016 by B0SC0
Man, huge update! :)
I don't check the forums very often, hence the late reply :P

But thank you for the change log being posted here. Whilst it's nice to also have it in game with the music playing in the background, it just seems more digestible in this form. The game is coming along nicely :)
high rated
Changelog for patch 29962 (added 19 September 2016):

- Fixed some respawning issues where the game could crash or the player could fall through world.
- Fixed a crash for games that were autosaved while NPCs were in combat.
- Fixed a crash related to inventory getting corrupted when the stash was full and the game was saved.
- Fixed a crash related to some status effects getting removed twice (fixes toxic fog crashing).
high rated
Changelog for patch 34540 (added 08 December 2016):

- Hi all, it has been three months since our last game update and we are excited to announce that the wait is finally over! Today we are releasing the Clockwork Update on both PC and Xbox One!

- We created a video which introduces the new changes present in the update: https://www.youtube.com/watch?v=63ssRHbJdNU. For a more detailed list of the changes, head down below to the patch notes!
- This update introduces a number of technical systems that we’ll explain more below. We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is. There are also too many bug fixes to list, but we have listed a few of the major ones below.
- We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward.
- PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible.

Under The Hood

- Quest state system: Every encounter/quest in the game is now built using a new quest state system. This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest. This makes it much simpler for us to create encounters, and also much more reliable. We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things.
- Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving. Please keep in mind that when you load a game you may find Arthur on a bench reading a paper. Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters.
- Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too.
- Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode. Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them. This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them. Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic.
- Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour. The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit).
- Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there. Once you are given the first stage of the quest, you will have encounter markers telling you where to go.
- Improvements to manual quest tracking and map markers.

Encounters

- New shelter! Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat.

- Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems:

- If You Give a Pig a Pancake
- Mushroom Log
- Looks Like Rain
- Biological Hazard
- Fine Cuisine
- It's A Terrible Life
- Crazy Legs
- Lovebirds
- Blood in the Streets
- House of Faraday
- Walkabout
- Moon Juice Leech
- Campfire
- Lilies of the Field
- Bees
- OD Wellie
- Record Location 1
- Record Location 3
- Altar of the Yam
- The Dollhouse
- Cult of Jack
- Hallucinogenic Salad
- Wounded Wastrel
- Mine! Mine! All Mine!
- Bring Out Your Dead
- Where's the Power
- Public Works
- Shibboleth
- The Vandals Took the Handle
- Altar of the Yam
- Mystery House
- Popped Popper
- Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers:
- Mysterious Chest
- Mystery House
- Doll House
- Fine Cuisine
- Biological Hazard
- OD Wellie
- Public Works
- Mushroom Log
- It's a Terrible Life
- Where's the Power?
- Walkabout
- First Marriage
- Hallucinogenic Salad
- Green Thumb
- Altar of the Yam
- If You Give a Pig a Pancake
- TV Altar
- Campfire
- Crazy Legs
- House of Faraday
- Popped Popper
- Moon Juice Leech

- All encounters should now be completable.
- Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes.
- The House of Curious Behaviours and the bridges have not been refactored, but will be next time.
- Tea Time and Lovebirds have been removed for now, because they were not good enough. We will rebuild them. Better. Faster. Stronger.
- The can of grapefruit juice in White Tree Park can now be picked up.

Environments

- The houses in the Village of Hamlyn have been dramatically improved.
- Additional house variations in the Village are available.
- Village houses now have exterior signs to add a little bit more happiness to the environment.
- Archways and other decorative elements have been added to the Village.

Animation

- Integration of 'Turn in Place' animations. In certain AI states, the NPC will play an animation to face the player instead of sliding.
- New corpse interaction animations for picking up, dropping and throwing corpses.
- Added interaction animations for trap controls when using the trap disarm tool and polarity device.
- More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc.
- Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in.
- Allows us to compact the chairs and tables closer to each other for more room around these objects.
- New two-handed combat animations for NPCs for cricket bats, shovels, etc.
- Added down-to-up melee animations for the player, for more variation with one-handed weapons.
- New base animations for plagued wastrels (walking, idle, etc).

UI/HUD

- Throw/Drop corpse interactions switched.
- Aim acceleration settings are now saved.

Gameplay

- NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you. This means stealth is now more forgiving, and more viable.
- Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas. Take a look around for clues.
- The Advanced Electro Lock Shocker should now operate on any lower tier objects.
- The materials required to craft certain items have been generally reduced.

Bug Fixes

- Low spec PCs should no longer crash every 10-15 minutes.
- Various crash fixes.
- Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur.
- Too many quest/encounter bugs fixed to list here. At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc.
- The game should no longer reset to day 1 randomly.
- Looted pickups no longer reappear after save/load.
- It is now safe to place items in containers other than the personal safe.
- Items dropped on ground will be deleted after save load.
- The final island now always appears.

- Thanks for tuning in!
- Compulsion Team
Post edited December 08, 2016 by DeMignon
Thanks guys for the latest update.
Thanks! liking the changes to the game so far... :)
high rated
Hey guys,
Here's the changelog from the latest "A Clockwork Update" release:

This update introduces a number of technical systems that we’ll explain more below. We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is. There are also too many bug fixes to list, but we have listed a few of the major ones below.

We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward.

PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible.

Under The Hood
• Quest state system: Every encounter/quest in the game is now built using a new quest state system. This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest. This makes it much simpler for us to create encounters, and also much more reliable. We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things.
• Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving. Please keep in mind that when you load a game you may find Arthur on a bench reading a paper. Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters.
• Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too.
• Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode. Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them. This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them. Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic.
• Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour. The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit).
• Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there. Once you are given the first stage of the quest, you will have encounter markers telling you where to go.
• Improvements to manual quest tracking and map markers.

Encounters
• New shelter! Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat.
• Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems:
• If You Give a Pig a Pancake
• Mushroom Log
• Looks Like Rain
• Biological Hazard
• Fine Cuisine
• It's A Terrible Life
• Crazy Legs
• Lovebirds
• Blood in the Streets
• House of Faraday
• Walkabout
• Moon Juice Leech
• Campfire
• Lilies of the Field
• Bees
• OD Wellie
• Record Location 1
• Record Location 3
• Altar of the Yam
• The Dollhouse
• Cult of Jack
• Hallucinogenic Salad
• Wounded Wastrel
• Mine! Mine! All Mine!
• Bring Out Your Dead
• Where's the Power
• Public Works
• Shibboleth
• The Vandals Took the Handle
• Altar of the Yam
• Mystery House
• Popped Popper
• Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers:
• Mysterious Chest
• Mystery House
• Doll House
• Fine Cuisine
• Biological Hazard
• OD Wellie
• Public Works
• Mushroom Log
• It's a Terrible Life
• Where's the Power?
• Walkabout
• First Marriage
• Hallucinogenic Salad
• Green Thumb
• Altar of the Yam
• If You Give a Pig a Pancake
• TV Altar
• Campfire
• Crazy Legs
• House of Faraday
• Popped Popper
• Moon Juice Leech
• All encounters should now be completable.
• Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes.
• The House of Curious Behaviours and the bridges have not been refactored, but will be next time.
• Tea Time and Lovebirds have been removed for now, because they were not good enough. We will rebuild them. Better. Faster. Stronger.
• The can of grapefruit juice in White Tree Park can now be picked up.

Environments
• The houses in the Village of Hamlyn have been dramatically improved.
• Additional house variations in the Village are available.
• Village houses now have exterior signs to add a little bit more happiness to the environment.
• Archways and other decorative elements have been added to the Village.

Animation
• Integration of “Turn in Place” animations. In certain AI states, the NPC will play an animation to face the player instead of sliding.
• New corpse interaction animations for picking up, dropping and throwing corpses.
• Added interaction animations for trap controls when using the trap disarm tool and polarity device.
• More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc.
• Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in.
Allows us to compact the chairs and tables closer to each other for more room around these objects.
• New two-handed combat animations for NPCs for cricket bats, shovels, etc.
• Added down-to-up melee animations for the player, for more variation with one-handed weapons.
• New base animations for plagued wastrels (walking, idle, etc).

UI/HUD
• Throw/Drop corpse interactions switched.
• Aim acceleration settings are now saved.

Gameplay
• NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you. This means stealth is now more forgiving, and more viable.
• Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas. Take a look around for clues.
• The Advanced Electro Lock Shocker should now operate on any lower tier objects.
• The materials required to craft certain items have been generally reduced.

Bug Fixes
• Low spec PCs should no longer crash every 10-15 minutes.
• Various crash fixes.
• Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur.
• Too many quest/encounter bugs fixed to list here. At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc.
• The game should no longer reset to day 1 randomly.
• Looted pickups no longer reappear after save/load.
• It is now safe to place items in containers other than the personal safe.
• Items dropped on ground will be deleted after save load.
• The final island now always appears.
Post edited December 09, 2016 by B0SC0
OK just replayed the intro part of the game.

The same immersion issue exists.

The first safe house is too close to Arthur's place of work. Wellington Wells still apears to be a few hundred yards from the start of the game.

You need to add a transition sequence which gets him further away. Arthur needs to fall into a sewer, or catch a tube or rail truck or something. Or a narative with Arthur describing waking up and stumbling through endless miles of coridors.
avatar
mechmouse: OK just replayed the intro part of the game.

The same immersion issue exists.

The first safe house is too close to Arthur's place of work. Wellington Wells still apears to be a few hundred yards from the start of the game.

You need to add a transition sequence which gets him further away. Arthur needs to fall into a sewer, or catch a tube or rail truck or something. Or a narative with Arthur describing waking up and stumbling through endless miles of coridors.
I think you're assuming too much as the game is still basically in it's Early but more playable stages. Once the Story is fully released then the current intro will no doubt expand on what we currently have and maybe will see Arthur and the Bobbies in a much longer chase sequence leading Arthur to the first 'home', perhaps even the initial chase being under player control for a lot longer than it currently is.

Think of London and the underground / Victorian sewer system... miles and miles of tunnels, all relatively close to offices or places of work and the fact that you could easily go down and be near to one of the disused stations that have been closed for secret government purposes (WWII) or unpopular stations (Aldwych for example). Now translate that into the game, maybe Arthur is very close to something similar. ;)
avatar
mechmouse: OK just replayed the intro part of the game.

The same immersion issue exists.

The first safe house is too close to Arthur's place of work. Wellington Wells still apears to be a few hundred yards from the start of the game.

You need to add a transition sequence which gets him further away. Arthur needs to fall into a sewer, or catch a tube or rail truck or something. Or a narative with Arthur describing waking up and stumbling through endless miles of coridors.
avatar
AndyM77: I think you're assuming too much as the game is still basically in it's Early but more playable stages. Once the Story is fully released then the current intro will no doubt expand on what we currently have and maybe will see Arthur and the Bobbies in a much longer chase sequence leading Arthur to the first 'home', perhaps even the initial chase being under player control for a lot longer than it currently is.

Think of London and the underground / Victorian sewer system... miles and miles of tunnels, all relatively close to offices or places of work and the fact that you could easily go down and be near to one of the disused stations that have been closed for secret government purposes (WWII) or unpopular stations (Aldwych for example). Now translate that into the game, maybe Arthur is very close to something similar. ;)
Its something I bought up before and is mentioned as an improvement in this update.

While it's more obvious Arthur woke up from the Cop's beating in the same location, as it stands, Wellingtom Wells still appears to be a stone throw away from Arthurs place of work.
avatar
AndyM77: I think you're assuming too much as the game is still basically in it's Early but more playable stages. Once the Story is fully released then the current intro will no doubt expand on what we currently have and maybe will see Arthur and the Bobbies in a much longer chase sequence leading Arthur to the first 'home', perhaps even the initial chase being under player control for a lot longer than it currently is.

Think of London and the underground / Victorian sewer system... miles and miles of tunnels, all relatively close to offices or places of work and the fact that you could easily go down and be near to one of the disused stations that have been closed for secret government purposes (WWII) or unpopular stations (Aldwych for example). Now translate that into the game, maybe Arthur is very close to something similar. ;)
avatar
mechmouse: Its something I bought up before and is mentioned as an improvement in this update.

While it's more obvious Arthur woke up from the Cop's beating in the same location, as it stands, Wellingtom Wells still appears to be a stone throw away from Arthurs place of work.
Well, just to give you some clarity:

- Wellington Wells is the name of the entire city. It is comprised of the Garden District, the Village of Hamlyn, and the Parade District.
- There is some time passing between when Arthur starts running from the Bobbies and when he finishes - there is a cut, which normally signifies the passage of time. Perhaps we could make that clearer, but feedback from most people has been that they've understood what's going on. We had wanted, some time ago, to have a sequence where it shows where Arthur went, but I'm not sure if we will get to that.
- There is something else special about the tunnels that will become clear later on. We haven't built the functionality yet and there is still a possibility the design will change.
Post edited December 16, 2016 by Manywhelps
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mechmouse: Its something I bought up before and is mentioned as an improvement in this update.

While it's more obvious Arthur woke up from the Cop's beating in the same location, as it stands, Wellingtom Wells still appears to be a stone throw away from Arthurs place of work.
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Manywhelps: Well, just to give you some clarity:

- Wellington Wells is the name of the entire city. It is comprised of the Garden District, the Village of Hamlyn, and the Parade District.
- There is some time passing between when Arthur starts running from the Bobbies and when he finishes - there is a cut, which normally signifies the passage of time. Perhaps we could make that clearer, but feedback from most people has been that they've understood what's going on. We had wanted, some time ago, to have a sequence where it shows where Arthur went, but I'm not sure if we will get to that.
- There is something else special about the tunnels that will become clear later on. We haven't built the functionality yet and there is still a possibility the design will change.
Huge thanks for replying.
I'll replay see what i'm missing
high rated
Changelog for patch 34857 / GOG-9 (Windows) (added 19 December 2016):

- Fix crash when consuming items while inventory is full.
- Fix crash when respawning a second time with permadeath off.
- Fix crash when accessing resolution list on certain multi-GPU configurations.
- Fix crash when starting game on certain Steam installations.
- Fix game mode information (Day & Time, Permadeath, Second Wind, Map status) getting reset on continue.
- Fix player getting stuck in conversation mode when loading if on the diary step of "If You Give a Pig a Pancake".
- Fix ghost not moving during "Walkabout".
- Improve pathfinding of hostile wastrels near "Where's the Power".
- Fix rare crash in video decoding.
- Fix rare crash when carrying corpses.
- Fix attempt for rare issue where terrain is invisible when continuing.